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WALKTHROUGH: PART 5 OF 6

Part 5: Richard

Richard: Getting Inside, Richard: Another Attempt

Part 5 collectibles
Part Overview

Where: the gated car park outside CEG HQ (two buildings, a security booth and a generator), then the tower itself: floors 1 to 5, the Mezzanine and, at the very end, the 10th floor. These are Chapters 12 and 13 of the game's 17 sub-chapters.
Sub-chapters: Richard: Getting Inside, Richard: Another Attempt.
Watch for: twelve Documents and Clues, all of them Discoveries for the endings and all missable, because the game has no chapter select and no way back. The Shotgun, handed to you at the start of Chapter 13, is the weapon the Creative Process trophy still needs. The enemies of this part are the Widows, the only place they appear, and Missing The Point Entirely wants 30 of them: whether one run holds that many is disputed (PowerPyx and EliteGuias say it does not, GameRant and KosGames say just over 30, and a reader counted 36 on Normal), so kill every one you meet; the count carries across playthroughs either way. Find Yourself (story, cannot be missed) pops at the CEO Access Card. Nothing else is here: there is no Phone Number, Strange Postcard, CRTV Signal or Resource Container in Part 5. And one thing that is NOT here despite the name: Reject The Help ("After meeting Richard, do not use a phone to save the game") refers to the save prompt at the start of the game, not to this part; the rule is simply never to call 100 again after that first prompt.

1. Richard: Getting Inside

The part opens outside the tower, and the whole chapter is about getting power to the elevator that leads in. Two buildings on the car park hold the documents and the Generator Key; the generator sits outside. Five of the part's twelve Discoveries are here, two of them emails on a computer that only works once the power is on, so read the order below before you head for the elevator. Reviews describe Richard's stretch of the game as the one where the balance of power flips: GamingTrend says he starts with a shotgun and the game "showers you with ammo", and TheSixthAxis that he gets "a meaty shotgun" before properly meeting enemies. Both are talking about the next chapter; there is no weapon and no enemy in this one.

  • 1

    Open the gate from the security booth

    Go left of the front entrance into the small security booth and press the button. That opens the gate to the car park.

  • 2

    Document: Construction Halted Notice

    Enter the first building on the car park. In the second room on the left, the notice is on a table in the back corner. This is also the building you will come back to once the generator runs, so remember it.

  • 3

    Document: CEG Kiosk Note

    Go through the garage door of the second building on the left. The note is on a table immediately to the right as you enter.

  • 4

    Document: CEG Memo, and the Generator Key

    In the same building go upstairs and left into the Manager's Office. The memo is on a desk to the left; the Generator Key is behind the door, in a cabinet.

  • 5

    Puzzle: start the generator

    The solution (Puzzle #27): walk round the back of the generator outside and turn the right-hand lever so it sits diagonal, leaving the left and middle levers vertical, which is off. Then go to the front panel, put the key in on the right and pull the red lever on the left. The generator starts and the construction lift outside the tower can be used. Do not ride it yet: pick up the two Discoveries in the next step first, because a player who went up without them could not come back outside for them.

  • 6

    Document: Facilities: Works Halted, and Clue: "DONTREAD.DOC"

    With the power on, go back into the first building. The computer in the room on the right now works: the top email is the Document Facilities: Works Halted, the bottom one the Clue "DONTREAD.DOC". Both count as Discoveries.

  • 7

    Locker code 147

    At the opposite end of the room from where the first Document was, a locker opens with the code 147. It holds a First Aid Kit. Then take the construction lift: press its red power button, then the up arrow. Where it stops, go through the gate on the scaffolding, climb the ladder (GameRant turns left, Vandal and EliteGuias right), go down the next one and in through the open window; the door there starts a scene that hands you the Shotgun, and Chapter 13 begins.

2. Richard: Another Attempt

The long chapter of the part: the tower floor by floor, with an Access Card that opens the 3rd and 4th floors, four door codes, and a projector in the 5th-floor Boardroom that needs a bulb, a lens and six slides in the right order before it gives up the CEO Access Card. Seven Discoveries are spread over Public Relations, the Media Department storeroom and the 10th floor. The route below zigzags between floors. Creative Bloq mentions sneaking through "a multi-story office building" among the game's environments and PC Gamer "a corporate office"; GamesRadar+ talks of a late-game level that "pulls a deliciously subversive power flip with a shotgun and some cat and mouse scares", and Eurogamer of a teased "shift into power fantasy" that is then dashed by a prolonged hide-and-seek in near darkness. None of the four names the character or the chapter, so their sentences are not tied to this one beyond noting that the Shotgun comes into your hands here.

  • 1

    Weapon: Shotgun, then the Fifth Floor Map

    The Shotgun comes with the scene at the door past the window, at the start of this chapter, on the 2nd floor where you come out. The map of the tower, "CEG HQ – Mezzanine > Fifth Floor Map", is on the stairs from the 2nd to the 3rd floor, beside a body. Ammo is plentiful on this stretch, so feel free to go to town with anything that comes your way; gunfire still often attracts every monster within earshot; and the Shotgun is first used as Richard and is usable again as Simon in the final section.

  • 2

    3rd floor. Document: CEG Tower Meeting Minutes

    In the unlabelled room on the east side of the 3rd floor, the meeting room, on the table in the south-east corner.

  • 3

    4th floor. The Widows, and two trophies

    The enemies of the tower are the Widows, which appear only in this section of the game. VGC calls the Widow "a beautifully tragic enemy, covered in a veil and with a photo of her dead husband attached to her". Two trophies live on them: Creative Process (one kill with each of Plank, Pipe, Pistol, Shotgun, Flare Gun, Bottle and Brick in one playthrough) can be completed here the first time you kill one with the Shotgun, if the other six are done; and Missing The Point Entirely ("Silence 30 Widows") counts across playthroughs, and whether one run holds 30 is disputed: PowerPyx and EliteGuias say fewer, GameRant and KosGames say just over 30, and a reader counted 36 on Normal. Kill every one you meet; whatever is short comes on a second pass through the tower.

  • 4

    5th floor. Key Item: Access Card – Level 3/4

    In the Boardroom, after the cutscene there, the card is on the table. It works the door pads on the 3rd and 4th floors. One note for much later: on a playthrough started after the Sci-fi ending, the Pistol-3000 sits on this same table right beside the card, and picking it up is the Future Hardware trophy.

  • 5

    4th floor. Human Resources, both doors

    Back down on the 4th floor the Access Card opens the Human Resources room; at the opposite end of the HR area, the card opens the other door too. Nothing to collect is listed in HR.

  • 6

    3rd floor. Public Relations: four Discoveries

    On the 3rd floor the card opens the door to the west side (Finance and Public Relations), and in the south-west corner the door into Public Relations itself. Inside PR: in the north-west room, the one with the phone, the computer holds two emails, the Documents CEG Tower: Evening News and CEG Tower: Engineer Public Statement; in the small southern room, the filing cabinet has the Document PR Meeting Note; and in the south-eastern room the Clue Richard's Note lies on the floor beside a body. Richard's Note is the source of three door codes below.

  • 7

    Public Relations Records: code 1607

    The keypad door in the centre of the PR area takes 1607, from Richard's Note. The room only contains supplies, so skip it on a speedrun.

  • 8

    4th floor. Media Department: the storeroom, the Projector Bulb and Clue: CEG Checkout Sheet

    Take the stairs inside PR up to the Media Department. In the room on the west side the CEG Storeroom Key is on the ground by a body; the Media Department Storeroom is on the other side and opens with it. In the storeroom's GENERAL STORAGE cabinet are the Projector Bulb and the Clue CEG Checkout Sheet, and the sheet carries the next code.

  • 9

    3rd floor. Finance: card, then 2709, then the Projector Lens

    Back on the 3rd floor, the Finance door wants the Access Card on the scanner and then the code 2709, from the CEG Checkout Sheet. Inside, the CFO's room has the Projector Lens in a desk drawer.

  • 10

    5th floor. Puzzle: light the projector, and the CEG Maintenance Key

    Puzzle #28: in the Boardroom, use the projector in the middle of the room, open the front and fit the Projector Bulb, then the Projector Lens, then press the red switch on the left side. With the projector running, the CEG Maintenance Key can be taken from the hand of a body at the table. It opens the Maintenance room on this floor and the Maintenance door on every floor.

  • 11

    Down the Maintenance stairs: codes 1306 and 4512

    Go down all the stairs inside the Maintenance rooms to the 2nd floor and out into Operations. The small room in Operations' north-east corner, Operations Storage, opens with 1306; on the 1st floor, Administration Storage in the south-east corner of the Administration room opens with 4512. Both codes come from Richard's Note and both rooms hold only resources.

  • 12

    Mezzanine. Key Item: Projector Sliders

    In the Mezzanine Meeting Room, on the table. They are the six slides the Boardroom is waiting for.

  • 13

    5th floor. Puzzle: the slides in Agenda order

    Puzzle #29. Back in the Boardroom, hold L1 or LB to look at the slides, then load them into the projector in the order of the Agenda the projector is showing, and press the red Play button on top once all six are in. The order: Recent Headlines is Slide D (triangle, the newspaper); External Demonstrations is Slide F (hexagon, the protest signs); Company Hierarchy is Slide B (star, the hierarchy chart); Financial Projects is Slide C (diamond, the profits chart); Public Inquiry is Slide E (plus, the courtroom sketch); Counter Arguments is Slide A (square, the censored photograph).

  • 14

    Key Item: CEO Access Card. Trophy: Find Yourself

    The CEO Access Card is given automatically after the cutscene that follows the slide puzzle, and Find Yourself ("Make it back to the office on the 10th Floor") unlocks with it: it comes at the end of Chapter 13, story-related, cannot be missed.

  • 15

    10th floor. Document: CEG Tower: He's Done

    The CEO Access Card opens the elevator; ride it to the 10th floor. On the computer outside the office, the single email is the last Discovery of the part. What happens in the office is where Part 5 ends, and it is not described here.

3. Part 5 Completion

✅ Before Leaving the Tower...

Documents on this page:

Cross-checked

Cross-checked on 22 September 2026 and re-checked on 1 October 2026 against the guides of PowerPyx, GameRant, KosGames, Vandal and EliteGuias and the GamingTrend, TheSixthAxis, GamesRadar+, Eurogamer, Creative Bloq, PC Gamer, VGC and Push Square reviews. Left out: what the three storage rooms contain beyond "supplies" and "resources", where exactly the Widows patrol, and everything the cutscenes in the Boardroom and on the 10th floor show. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.

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